For the most part an add fight. Will get waves of adds and mini bosses until the boss finally comes out to play in P2.

Mini Bosses.

Lieutenant Krugruk requires that the raid members who engage him always make sure not to get hit by Arcing Smash Icon Arcing Smash, because the knock-back can throw players off the tower, causing great problems for the raid.High Enforcer Thranok's lethal Skull Cracker Icon Skull Cracker can be avoided by simply running away from him as soon as he casts Crusher's Call Icon Crusher's Call. No one should try to survive the damage of Skull Cracker, not even tanks.Master Cannoneer Dagryn's only problematic ability is Muzzle Spray Icon Muzzle Spray, for which raid members will have to dance for a few seconds in order to avoid being knocked back.

Adds, most can just be AoE'd down but Kor'kron Demolishers should be killed quickly as priority. Proto Drakes won't be able to be AoE'd and just need to be killed, not high priority though.

During P2 the melee need to spread at the back of the boss and the Ranged/Healers need to spread out, this is due to Flames of Galakrond some melee will be hit automatically, the ranged team then need to split into the person targeted who need to be furthest away from the boss and the rest that will soak, hopefully this means it won't 1 shot the intended target.

Apart from Flames of Galakrond, there is a DoT (Pulsing Flames) applied to the raid which acts as a soft enrage, this means heroism and all cd's should be used in P2.

« Last Edit: September 11, 2013, 09:26:50 am by Tagan »

Logged

Sub is crap, and those saying it should do more damage as it's complex, please explain Combat's cleave/AoE damage, clicking 1 button is hard.

Can't find the post now but was reading a thread earlier today suggesting everyone just grouping up and nuking the boss down in P2, I guess the person targeted with Flames of Galakrond will still need to run, need to see thing fight first I guess.

"The strategy for Phase Two is fairly simple. Your tanks must perform a tank switch on Galakras to handle the stacking tank DoT.

In order to handle Flames of Galakrond Icon Flames of Galakrond, the raid should employ the following positioning. Your melee players should be stacked into a group and positioned behind the boss. All ranged raid members should form a group located about 30 yards behind the melee group. This way, every single ball of fire from Flames of Galakrond will pass through the melee group, which will reduce its damage, and then its damage will be further reduced by any ranged players who are between the ball of fire and its target. The result is that each ball of fire will end up doing very little damage, and your raid can remain stationary. As you can guess, the drawback of this strategy is that all the players who soak the balls of fire (most of your raid) will have stacks of the Fire damage DoT placed on them. Depending on how quickly Galakras dies, this may not be a problem. If the phase ends up taking a very long time, though, you should have those players with the highest stacks move out of the group for a short while until their stacks drop off."

Instead of ranged clumping up, they could also form a line, though this seems more like its needed for heroic.

"This mechanic is best handled by having your ranged players form a single-file line stretching from the boss to some moderately distant point. The player targeted by Flames of Galakrond can then run to the back of this line, and as the fireball passes over the other players waiting patiently in their queue, it will diminish, and the explosion will be readily manageable. Of course, as the fight progresses, Flames of Galakrond gets stronger and stronger due to the Pulsing Flames buff on the boss, so you will want to use your most powerful raid CDs at the end of Phase 2."